Publications

DigiMedia – Digital Media and Interaction is an interdisciplinary research centre of the University of Aveiro focusing on innovation in the design of new interaction approaches for human-centered digital media applications.

A Systematic Review on Designing, Developing, and Implementing Effective Digital Game Interventions in Mental Disorders

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Mendes, R., Veloso, A., Torres, A. (2025).A Systematic Review on Designing, Developing, and Implementing Effective Digital Game Interventions in Mental Disorders. Communications in Computer and Information Science,232470-83

A Teaching and Learning Blueprint for Increasing Engagement in Challenge-Based Learning

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Lelis, C. (2024).A Teaching and Learning Blueprint for Increasing Engagement in Challenge-Based Learning. Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST,589135-143

A Television News Graphical Layout Analysis Method using Eye Tracking

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Rodrigues R., Veloso A. & Mealha O. (2012) “A Television News Graphical Layout Analysis Method using Eye Tracking”. Atas do IV12 – 16th International Conference Information Visualisation, Montpellier, França, Julho, 2012. Artigo número 12979994, páginas 357-362, ISSN:1550-6037; Print ISBN: 978-1-4673-2260-7; DOI:10.1109/IV.2012.66. http://ieeexplore.ieee.org/xpls/icp.jsp?arnumber=6295838

A tool to support the creation of digital games to promote environmental awareness

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Suandique, T. M. H., Beça, P., & Aresta, M. (2021). A tool to support the creation of digital games to promote environmental awareness. 2021 16th Iberian Conference on Information Systems and Technologies (CISTI), 1–4.

A utilização de aplicações móveis no ensino superior: prevalência e perspetivas

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Oliveira, D., Pedro, L., Santos, C. (2017). A utilização de aplicações móveis no ensino superior: prevalência e perspetivas – o caso da universidade de Aveiro. Challenges2017 – X Conferência Internacional de TIC na Educação – Learning in the clouds | Aprender nas nuvens, Universidade do Minho, Braga, Portugal, 2ª Ed. (pp.755-764). Retrieved from: http://www.nonio.uminho.pt/challenges/wp-content/uploads/2018/03/2nd_ed_ch17_9789899737471.pdf

A UX evaluation approach for second-screen applications

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Abreu, J.; Almeida, P.; Silva, T. (2016). A UX evaluation approach for second-screen applications. In IPerales, F,; Abasolo, M. & Biblioni, T. (Eds). CCIS, Series: Communications in Computer and Information Science: Vol. 6, 105-120. DOI: 10.1007/978-3-319-38907-3_9

A video engine supported by social buzz to automatically create TV summaries.

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Almeida, P., Abreu, J., Oliveira, R., Gomes, D. (2018). A video engine supported by social buzz to automatically create TV summaries. Journal of Multimedia Tools and Applications

A Video Game Level Analysis Model Proposal

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Almeida S., Veloso A., Roque, L., & Mealha O. (2012) “A Video Game Level Analysis Model Proposal”. Atas do 16th International Conference on Information Visualisation, 2012. Artigo número 12980013, Pág. 474 – 479, ISSN:1550-6037; Print ISBN: 978-1-4673-2260-7; DOI: 10.1109/IV.2012.82.

A Video is Worth a Million Words? Comparing a Documentary with a Scientific Paper to Communicate Design Research

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Moura, M., Almeida, P., Geerts, D. (2016). A Video is Worth a Million Words? Comparing a Documentary with a Scientific Paper to Communicate Design Research. Workshop Trends in promoting quality of life through digital media, CENTERIS – Conference on ENTERprise Information Systems. Porto, 5-7 Outubro, 2016.

A web step-based digital solution’s impact on physical, cognitive and psychosocial functioning of community-dwelling older adults: A mixed methods randomized and controlled trial

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Silva, A.G., Martins, A.I., Andias, R. and 5 more (...) (2024).A web step-based digital solution's impact on physical, cognitive and psychosocial functioning of community-dwelling older adults: A mixed methods randomized and controlled trial. Internet Interventions,38

Academic domains as political battlegrounds: A global enquiry by 99 academics in the fields of education and technology

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Al Lily, A. et al.(2016). Academic domains as political battlegrounds: A global enquiry by 99 academics in the fields of education and technology. Information Development. DOI:10.1177/0266666916646415.

Accessibility and microcopy remote testing of mobile applications: The case of the CeNTER platform

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Oliveira, E., Tymoshchuk, O., Branco, A., Carvalho, D., Antunes, M. J., Pedro, L., Almeida, A. M., & Ramos, F. (2021). Accessibility and microcopy remote testing of mobile applications: The case of the CeNTER platform. In Proc. of International Conference (CISTI).

Accessibility assessment of mobile applications: The Case of the Hominere App

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Alves, D., Siso, D., Tavares, J., Gouveia, J., Tymoshchuk, O., & Oliveira, R. (2023 in print). Accessibility assessment of mobile applications: The Case of the Hominere App. In 17th Multi Conference on Computer Science and Information Systems (MCCSIS 2023), Porto, 2023.

Accessibility solutions for visually impaired persons: a digital platform conceptualization

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Oliveira, R., Prata, A., Abreu, J., & Almeida, A. M. (2020). Accessibility solutions forvisually impaired persons: a digital platform conceptualization. In L. C. Carvalho, L. Reis,A. Prata, & R. Pereira (2020). Handbook of Research on Multidisciplinary Approaches toEntrepreneurship, Innovation, and ICTs (pp. 331-348). IGI Global.

Accessibility4Blind: Interpretation of Preliminary UX Evaluation

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Vaz, Irla, Carla V. Leite, Rita Oliveira, e J. F. D. Abreu. «Accessibility4Blind: Interpretation of Preliminary UX Evaluation». Em Book of Abstracts of the Research Summit 2022, editado por Artur M. S. (coord ) Silva, António L. (coord ) Teixeira, e A. Gil Andrade (coord ) Campos, 548. Aveiro, Portugal: UA Editora, 2022. https://doi.org/10.48528/6dz9-d129.

Acessibilidade comunicacional: o desafio da inclusão nas bibliotecas universitárias brasileiras e portuguesas.

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Diniz, I., Almeida, A. M., Furtado, C.  (2017, november) Acessibilidade comunicacional: o desafio da inclusão nas bibliotecas universitárias brasileiras e portuguesas. Paper session presented at SOPCOM – X Congresso da Associação Portuguesa de Ciências da Comunicação. Viseu, Portugal.

Acessibilidade e promoção da inclusão social em bibliotecas universitárias: o caso da Biblioteca Central da UFMA

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Diniz, I. Almeida, A. M., Furtado, C. Acessibilidade e promoção da inclusão social em bibliotecas universitárias: o caso da Biblioteca Central da UFMA, Revista Perspetivas em Ciência da Informação, (pp. 1413-9936)

Act Against the Aggression A Preliminary Model of a Digital Platform Aimed at Cyberaggressions in the Portuguese University Environment

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Oliveira, E.; Oliveira, L. & Baldi, V. (2023). Act Against the Aggression A Preliminary Model of a Digital Platform Aimed at Cyberaggressions in the Portuguese University Environment, CISTI'2023 - 18th Iberian Conference on Information Systems and Technologies. (CISTI), Aveiro, Portugal, 2023, pp. 1-6, https://doi.org/10.23919/CISTI58278.2023.10211438.

Active aging and Pokemon Go: A Participatory Study with Young Older Adults

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Filho, J.N., & Veloso, A.I. (2021) Active aging and Pokemon Go: A Participatory Study with Young Older Adults. IEEE 9th International Conference on Serious Games and Applications for Health (SeGAH), 2021, pp. 1-8.

Active and Healthy Aging: The Role of a Proactive Information Assistant Embedded on TV.

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Faria, G., Silva, T., & Abreu, J. (2022). Active and Healthy Aging: The Role of a Proactive Information Assistant Embedded on TV. Em M. J. Abásolo & G. F. Olmedo Cifuentes (Eds.), Applications and Usability of Interactive TV (pp. 70–84). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-22210-8_5

Adaptação de um livro infantil para alunos com incapacidade auditiva através da tecnologia de realidade aumentada

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Gomes, J.D; Gomes, C. & Oliveira, L. (2017). Adaptação de um livro infantil para alunos com incapacidade auditiva através da tecnologia de realidade aumentada. In 8th Internacional Conference Cinema, Art, Technology, Communication. Retrieved from http://www.avanca.org/PT/historico.php

Adaptação de um livro infantil para alunos com incapacidade auditiva através da tecnologia de realidade aumentada.

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Gomes, J.D; Gomes, C. & Oliveira, L. (2017, july). Adaptação de um livro infantil para alunos com incapacidade auditiva através da tecnologia de realidade aumentada. Paper session presented at 8th Internacional Conference Cinema, Art, Technology, Communication, Avanca, Portugal

Adaptation and Personalization of Learning Management System, Oriented to Employees’ Role in Enterprise Context—Literature Review

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Aplugi, G., & Santos, A. (2022). Adaptation and Personalization of Learning Management System, Oriented to Employees’ Role in Enterprise Context—Literature Review [Oral presentation]. International Conference on Technology and Innovation in Learning, Teaching and Education TECH-EDU 2022, Cham. https://link.springer.com/chapter/10.1007/978-3-031-22918-3_2

Adultos com Deficiência Intelectual e Meios Digitais: Desenvolvimento Participativo de uma Campanha Audiovisual.

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Marques, C. A., Santos, R., Almeida, A.M. (2018). Adultos com Deficiência Intelectual e Meios Digitais: Desenvolvimento Participativo de uma Campanha Audiovisual. Observatorio (OBS*), 12(4), 44–63. 

Adultos com Deficiência Intelectual e Meios Digitais: Desenvolvimento Participativo de uma Campanha Audiovisual.

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Marques, C. A., Santos, R., Almeida, A.M. (2018). Adultos com Deficiência Intelectual e Meios Digitais: Desenvolvimento Participativo de uma Campanha Audiovisual. Observatorio (OBS*), 12(4), 44–63. 

Agile Management for Multimedia: A Case Study

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Sousa, A. F., Almeida, A. M. (2013) “Agile Management for Multimedia: A Case Study”. in M. M. Cruz-cunha, F. Moreira, L. Johnston, J. Gamon, & J. Mull (Eds.), Handbook of Research on Enterprise 2.0: Technological, Social, and Organizational Dimensions (Vol. i, pp. 178–198). IGI Global book series Advances in Business Information Systems and Analytics. 2013. Hershey, PA: Business Science Reference. doi:10.4018/978-1-4666-4373-4.ch010.

Agile Management of Multimedia Projects: a Case Study.

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Sousa, A.F., Almeida, A.M. (2011). Agile Management of Multimedia Projects: a Case Study. International Journal of Information Processing and Management, 2 (3), 100-114.2011. Retrived from: http://www.aicit.org/ijipm/global/paper_detail.html?jname=IJIPM&q=78

Aging in Online Communities: A Systematic Literature Review of Design Recommendations

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Costa, L. V. V. A. I.; M. Ó.; S. C. (2020). Aging in Online Communities: A Systematic Literature Review of Design Recommendations. ESSACHESS - Journal for Communication Studies 13(26). http://www.essachess.com/index.php/jcs/article/view/499

Aging in Online Communities: A Systematic Literature Review of Design Recommendations

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Veloso, A. I., Ferreira, S., Costa, L. V., Mealha, Ó., & Santos, C. (2020). Aging in Online Communities: A Systematic Literature Review of Design Recommendations. ESSACHESS–Journal for Communication Studies, 13(2 (26)). http://www.essachess.com/index.php/jcs/article/view/499

AI and Learning Analytics in Distance Learning

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Mamede, H.S., Santos, A. (2025).Preface. AI and Learning Analytics in Distance Learning,xii-xviii

AI Integration in Pedagogical Practices: A Qualitative Analysis of Teacher Training and Classroom Implementation

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Carvalho, R., Santos, C., Coelho, A. and 1 more (...) (2025).AI Integration in Pedagogical Practices: A Qualitative Analysis of Teacher Training and Classroom Implementation. Lecture Notes in Networks and Systems,1619239-250

AI versus human-generated voices and avatars: rethinking user engagement and cognitive load

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Zhang, Y., Lucas, M., Bem-haja, P. and 1 more (...) (2025).AI versus human-generated voices and avatars: rethinking user engagement and cognitive load. Education and Information Technologies,30(16) 22547-22566

Aiding the Digital Creation of Physical Resources: Card Sets for The Gamers4Nature Toolkit to Game Design.

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Ribeiro, S., Beça, P., & Aresta, M. (2022a). Aiding the Digital Creation of Physical Resources: Card Sets for The Gamers4Nature Toolkit to Game Design. Em Á. Rocha, C. Ferrás, A. Méndez Porras, & E. Jimenez Delgado (Eds.), Information Technology and Systems (pp. 541–552). Springer International Publishing. https://doi.org/10.1007/978-3-030-96293-7_45

All wearing the same shirt: A study on inclusion in higher education

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Santos Oliveira, R., Martins, C. I., & Tymoshchuk, O. (2022). All wearing the same shirt: A study on inclusion in higher education [Oral presentation]. Sentidos-International Congress on Education, Literacies, Inclusion and Technologies.

Always together: combining TV notifications and voice interactions to connect older adults to other generations.

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Camargo, J.D., Silva, T.C., Abreu, J.F. (2024).Always together: combining TV notifications and voice interactions to connect older adults to other generations. IMX 2024 - Proceedings of the 2024 ACM International Conference on Interactive Media Experiences,388-393

Ambiente Digital de Aprendizagem Matemática para crianças com PEA: LEMA.

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Santos, I., Breda, A., Almeida, Ana Margarida Pisco (2017, june) Ambiente Digital de Aprendizagem Matemática para crianças com PEA: LEMA. Paper session presented at CNAM 2017 – Congresso Nacional de Autismo e Aprendizagem Matemática, Aveiro, Portugal.

AMBIENTES COLABORATIVOS COM ABORDAGEM TRANSMEDIA NA PROMOÇÃO DA MOTIVAÇÃO E AUTONOMIA NOS ESTUDANTES COM APRENDIZAGENS MATEMÁTICAS

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Pereira, M., & Pedro, L. (2022, maio). AMBIENTES COLABORATIVOS COM ABORDAGEM TRANSMEDIA NA PROMOÇÃO DA MOTIVAÇÃO E AUTONOMIA NOS ESTUDANTES COM APRENDIZAGENS MATEMÁTICAS [Poster]. Ciência 2022 - Encontro com a Ciência e Tecnologia, Lisbon, Portugal. https://www.encontrociencia.pt/

Amiais in Second LifeTM: The use of metaverse environments to disseminate Cultural Heritage

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Gonçalves, L., Martins, D., Amaro, A. C., & Oliveira, L. (2022). Amiais in Second LifeTM: The use of metaverse environments to disseminate Cultural Heritage. Observatorio (OBS*), 16(3), Art. 3. https://doi.org/10.15847/obsOBS16320222215

Amiais@SL: A Metaverse Simulator to Support Playful Engagement in Learning About Cultural Heritage

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Amaro, A.C., Oliveira, L. (2024).Amiais@SL: A Metaverse Simulator to Support Playful Engagement in Learning About Cultural Heritage. Springer Series in Design and Innovation,35651-664

An Analysis of the Sense of Presence and Cybersickness in Virtual Reality: The Influence of Content Type, Exposure Time, and Gender

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Reisinho, P., Silva, C., Ferreira, M. and 3 more (...) (2024).An Analysis of the Sense of Presence and Cybersickness in Virtual Reality: The Influence of Content Type, Exposure Time, and Gender. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics),14707263-282

An approach to identify requirements for an iTV audio description service

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Oliveira, Rita A. S; Abreu, Jorge T. F.; Almeida, Ana M. P. 2011. “An approach to identify requirements for an iTV audio description service”, Trabalho apresentado em 9th International Interactive Conference on Interactive television – EuroITV ’11, In Proceddings of the 9th International Interactive Conference on Interactive Television – EuroITV ’11, Lisbon, Portugal.

An Augmented Infocommunication Model for Unified Communications in Situational Contexts of Collaboration

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Abrantes, C., Mealha, Ó., Gomes, D., Barraca, J. & Ferreira, C. (2021). An Augmented Infocommunication Model for Unified Communications in Situational Contexts of Collaboration. Interdisciplinary Journal of Information, Knowledge, and Management, 16(C), 077–099.

An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods

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Maio, R., Marques, B., Alves, J., Santos, B. S., Dias, P., & Lau, N. (2022). An Augmented Reality Serious Game for Learning Intelligent Wheelchair Control: Comparing Configuration and Tracking Methods. Sensors, 22(20), Art. 20. https://doi.org/10.3390/s22207788

An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design

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Beça, P., Aresta, M., Santos, . R. and Veloso, & A. I. (2021). An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design. In I. and B. H. J. and B. F. and D. P. and R. M. de Rosa Francesca and Marfisi Schottman (Ed.), Games and Learning Alliance (pp. 289–294). Springer International Publishing.

An Empirical Validation of Consumer Video Game Engagement: A Playful-Consumption Experience Approach.

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Abbasi, Amir & Ting, Ding Hooi & Hlavacs, Helmut & Costa, Liliana & Veloso, Ana. (2018). An Empirical Validation of Consumer Video Game Engagement: A Playful-Consumption Experience Approach. Entertainment Computing, pp.43-55.

An Initial Framework for Adaptive Serious Games Based on a Systematic Literature Review

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de Araujo Pistono, A. M. A., Santos, A. M. P., & Baptista, R. J. V. (2022). An Initial Framework for Adaptive Serious Games Based on a Systematic Literature Review [Oral presentation]. International Conference on Technology and Innovation in Learning, Teaching and Education TECH-EDU 2022. https://link.springer.com/chapter/10.1007/978-3-031-22918-3_4

An Intervention with Technology for Parental Involvement in Kindergarten: Use of Design-based Research Methodology.

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Laranjeiro, D., Antunes, M. J., & Santos, P. (2023). An Intervention with Technology for Parental Involvement in Kindergarten: Use of Design-based Research Methodology. 29–37. https://www.scitepress.org/Link.aspx?doi=10.5220/0010937100003182

An investigation of actors’ differences in the perception of learning ecosystems’ smartness: the case of the Aveiro University

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Galego, D., Giovannella, C., Mealha, Ó. (2016). An investigation of actors’ differences in the perception of learning ecosystems’ smartness: the case of the Aveiro University. Interaction Design and Architecture (S) – Proceedings of 1st Smart Learning Ecosystems and Regional Development Conference. Retrieved from: http://www.mifav.uniroma2.it/inevent/events/aslerd/index.php?s=232&a=420&link=sessionB1

An Iterative Process for the Evaluation of a Mobile Application Prototype

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Oliveira, E. R., Branco, A. C., Carvalho, D., Sacramento, E. R., Tymoshchuk, O., Pedro, L., Antunes, M. J., Almeida, A. M., & Ramos, F. (2022). An Iterative Process for the Evaluation of a Mobile Application Prototype. SN Computer Science, 3(4), 262. https://doi.org/10.1007/s42979-022-01153-6

An iTV audio description service: Suggesting requirements and features for visually impaired users

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Oliveira, R., De Abreu, J. F., & Almeida, A. M. P. (2011). An iTV audio description service: Suggesting requirements and features for visually impaired users. Communications in Computer and Information Science (Vol. 221 CCIS). DOI: /10.1007/978-3-642-24352-3_7

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